#include "view.h"
#include "bufferbuilder.h"
#include "screen.h"
+#include "profiler.h"
#include "gl_core44.h"
#ifndef CONTROLPANEL_DISABLED
*/
void View::Translate(Real x, Real y)
{
+ PROFILE_SCOPE("View::Translate");
if (!m_use_gpu_transform)
m_buffer_dirty = true;
m_bounds_dirty = true;
*/
void View::ScaleAroundPoint(Real x, Real y, Real scale_amount)
{
-
+ PROFILE_SCOPE("View::ScaleAroundPoint");
// (x0, y0, w, h) -> (x*w - (x*w - x0)*s, y*h - (y*h - y0)*s, w*s, h*s)
// x and y are coordinates in the window
// Convert to local coords.
*/
void View::Render(int width, int height)
{
+ PROFILE_SCOPE("View::Render()");
if (!m_screen.Valid()) return;
glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION,42,-1, "Beginning View::Render()");
// View dimensions have changed (ie: Window was resized)
// quadtree node).
if (m_bounds_dirty || !m_lazy_rendering)
{
+ g_profiler.BeginZone("View::Render -- Quadtree view bounds management");
// If we're too far zoomed out, become the parent of the current node.
- if ( m_bounds.w > 1.0 || m_bounds.h > 1.0)
+ while ( m_bounds.w > 1.0 || m_bounds.h > 1.0)
{
// If a parent node exists, we'll become it.
//TODO: Generate a new parent node if none exists, and work out when to change child_type
m_bounds = TransformFromQuadChild(m_bounds, m_document.GetQuadTree().nodes[m_current_quadtree_node].child_type);
m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].parent;
}
+ else break;
}
// If we have a parent... (This prevents some crashes, but should disappear.)
// Otherwise, we'll arbitrarily select the bottom-right.
// TODO: Perhaps select based on greatest area?
- if (m_bounds.w < 0.5 || m_bounds.h < 0.5)
+ while (m_bounds.w < 0.5 || m_bounds.h < 0.5)
{
if (m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_right == QUADTREE_EMPTY)
{
m_bounds = TransformToQuadChild(m_bounds, QTC_BOTTOM_RIGHT);
m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_right;
}
+ g_profiler.EndZone();
}
m_screen.DebugFontPrintF("Current View QuadTree");
#ifdef QUADTREE_DISABLED
RenderRange(width, height, 0, m_document.ObjectCount());
#else
+ // Make sure we update the gpu buffers properly.
+ if (m_document.m_document_dirty)
+ {
+ m_render_dirty = m_buffer_dirty = true;
+ m_document.m_document_dirty = false;
+ }
RenderQuadtreeNode(width, height, m_current_quadtree_node, m_quadtree_max_depth);
#endif
if (!m_use_gpu_rendering)
Rect old_bounds = m_bounds;
if (node == QUADTREE_EMPTY) return;
if (!remaining_depth) return;
- //Debug("Rendering QT node %d, (objs: %d -- %d)\n", node, m_document.GetQuadTree().nodes[node].object_begin, m_document.GetQuadTree().nodes[node].object_end);
m_bounds_dirty = true;
- m_render_dirty = m_buffer_dirty = true;
QuadTreeIndex overlay = node;
while(overlay != -1)
{
+ //Debug("Rendering QT node %d, (overlay %d, objs: %d -- %d)\n", node, overlay, m_document.GetQuadTree().nodes[overlay].object_begin, m_document.GetQuadTree().nodes[overlay].object_end);
+ if (m_document.GetQuadTree().nodes[overlay].render_dirty)
+ m_buffer_dirty = m_render_dirty = true;
RenderRange(width, height, m_document.GetQuadTree().nodes[overlay].object_begin, m_document.GetQuadTree().nodes[overlay].object_end);
+ const_cast<bool&>(m_document.GetQuadTree().nodes[overlay].render_dirty) = false;
overlay = m_document.GetQuadTree().nodes[overlay].next_overlay;
}
void View::RenderRange(int width, int height, unsigned first_obj, unsigned last_obj)
{
+ // We don't want to render an empty range,
+ // so don't waste time setting up everything.
+ if (first_obj == last_obj) return;
+ PROFILE_SCOPE("View::RenderRange");
glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 43, -1, "View::RenderRange()");
+
+ g_profiler.AddCounter("Objects Rendered", last_obj-first_obj);
+
if (m_render_dirty) // document has changed
PrepareRender();
+
if (m_buffer_dirty || m_bounds_dirty || !m_lazy_rendering) // object bounds have changed
{
if (m_use_gpu_rendering)
UpdateObjBoundsVBO(first_obj, last_obj);
}
- if (m_use_gpu_transform)
- {
- #ifdef TRANSFORM_OBJECTS_NOT_VIEW
- //Debug("Transform objects, not view");
- GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f,
- 0.0f, 0.0f, float(width), float(height)};
- #else
- GLfloat glbounds[] = {static_cast<GLfloat>(Float(m_bounds.x)), static_cast<GLfloat>(Float(m_bounds.y)), static_cast<GLfloat>(Float(m_bounds.w)), static_cast<GLfloat>(Float(m_bounds.h)),
- 0.0, 0.0, static_cast<GLfloat>(width), static_cast<GLfloat>(height)};
- #endif
- m_bounds_ubo.Upload(sizeof(float)*8, glbounds);
- }
- else
- {
- GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f,
- 0.0f, 0.0f, float(width), float(height)};
- m_bounds_ubo.Upload(sizeof(float)*8, glbounds);
- }
- m_bounds_dirty = false;
-
// Render using GPU
if (m_use_gpu_rendering)
{
+
+ if (m_use_gpu_transform)
+ {
+ #ifdef TRANSFORM_OBJECTS_NOT_VIEW
+ //Debug("Transform objects, not view");
+ GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f,
+ 0.0f, 0.0f, float(width), float(height)};
+ #else
+ GLfloat glbounds[] = {static_cast<GLfloat>(Float(m_bounds.x)), static_cast<GLfloat>(Float(m_bounds.y)), static_cast<GLfloat>(Float(m_bounds.w)), static_cast<GLfloat>(Float(m_bounds.h)),
+ 0.0, 0.0, static_cast<GLfloat>(width), static_cast<GLfloat>(height)};
+ #endif
+ m_bounds_ubo.Upload(sizeof(float)*8, glbounds);
+ }
+ else
+ {
+ GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f,
+ 0.0f, 0.0f, float(width), float(height)};
+ m_bounds_ubo.Upload(sizeof(float)*8, glbounds);
+ }
+ m_bounds_dirty = false;
+
if (m_colour.a < 1.0f)
{
glEnable(GL_BLEND);
void View::UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj)
{
+ PROFILE_SCOPE("View::UpdateObjBoundsVBO");
if (m_query_gpu_bounds_on_next_frame != NULL)
{
fprintf(m_query_gpu_bounds_on_next_frame,"# View: %s\t%s\t%s\t%s\n", Str(m_bounds.x).c_str(), Str(m_bounds.y).c_str(), Str(m_bounds.w).c_str(), Str(m_bounds.h).c_str());
*/
void View::PrepareRender()
{
+ PROFILE_SCOPE("View::PrepareRender()");
Debug("Recreate buffers with %u objects", m_document.ObjectCount());
// Prepare bounds vbo
if (UsingGPURendering())